Mark Slater
SlaterGT
About Me
Lead VFX artist at Ninja Theory
専門知識
VFX Artist
業界:
Gamedev
Connect
LOCATION
United Kingdom
ウェブサイト
Houdini Engine
Availability
Not Specified
Recent Forum Posts
Vertex Animation to UE4 problem 2019年7月8日11:12
Double check your import settings to make sure you are replacing the Vertex Colours when you import the mesh. 9/10 times thats the cause of bad rotations
Animation Impostor Issues 2018年8月8日9:41
Cheers Mike,
That is rendering out correctly now.
Mark
That is rendering out correctly now.
Mark
Houdini Impact Data optimization in Niagara_Rop 2018年8月1日6:18
Hi,
I have been playing around with the rbd impact data export for Niagara, and I have made an optimization to the rop that you might find useful.
I was finding that the default threshold controls on the rbd_solver for controlling the impact data were not good enough for generating usable data for a big destruction sim. Adjusting Time Threshold, Impact Threshold and Distance threshold always led to a large number of points clustered in small areas.
To reduce the number I added a simple Point Cloud Find attribute vop loop within the niagara_impacts part of the niagara_rop. Basically is removes any extra points it finds that are too close to the first point that is generated.
As I am still a bit of a Houdini noob, there may be a better way of sorting the list and making the groups, but I think it might be worth adding this kind of functionality into the default rop that comes with the game tools. As an example the scene I made generated around 4000 impact events, but after the cleanup it was down to 140, which is obviously way cheaper for generating sprites in engine.
Mark
I have been playing around with the rbd impact data export for Niagara, and I have made an optimization to the rop that you might find useful.
I was finding that the default threshold controls on the rbd_solver for controlling the impact data were not good enough for generating usable data for a big destruction sim. Adjusting Time Threshold, Impact Threshold and Distance threshold always led to a large number of points clustered in small areas.
To reduce the number I added a simple Point Cloud Find attribute vop loop within the niagara_impacts part of the niagara_rop. Basically is removes any extra points it finds that are too close to the first point that is generated.
As I am still a bit of a Houdini noob, there may be a better way of sorting the list and making the groups, but I think it might be worth adding this kind of functionality into the default rop that comes with the game tools. As an example the scene I made generated around 4000 impact events, but after the cleanup it was down to 140, which is obviously way cheaper for generating sprites in engine.
Mark